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- Ostruppen Weapon damage from 8 to 16
There was a data error in the ostruppens weapon where it was doing less damage than we had originally calculated. This was making the unit actually worse than other rifle units (for cost) even when utilizing its in cover bonus.

Assault Grenadiers

- Dispatch Cost from 280 manpower to 200 manpower and 50 munitions
- Reinforcement and population cost remain the same as prior
This change is to give a temporary gate to the deployment of these units as players are finding it very difficult to deal with them at the start. The munition cost will gate the unit by a few minutes as well as make deploying these units limit the players means to get other munitions upgrades such as Panzerschrecks on the Mechanized Assault Group or a flame halftrack.

Forward HQ

- Addressed an issue where the forward HQ was not properly costing the player resources
There was a case where this ability was not charging the players resources when used (no we’re not telling you exactly how).

Comment

Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time.

LMG42

• Damage from 6.21 to 8
• Accuracy near from 53% to 47%
• Accuracy far from 38% to 20%
• Rate of fire from 16 to 14

G43

• Damage from 27 to 16
• Accuracy near from 60% to 80%
• Accuracy far from 47% to 65%
• Maximum cooldown from 1 to 0.25
• Minimum cooldown from 0.5 to 0.125
• Near cooldown modifier from 0% to 25%
• Far cooldown modifier from 200% to 150%
• Far reload modifier from 150% to 200%

Pioneer SMG

• Damage from 2.25 to 2
• Accuracy near from 50% to 56%
• Accuracy far form 12.5% to 14%

MG42

• Damage from 5 to 4
• Accuracy near from 55% to 68%
• Accuracy far from 11% to 14%

Coaxial MG

• Damage from 1.5 to 2
• Accuracy near from 50% to 37%
• Accuracy far from 37% to 28%

Hull MG

• Damage from 1.9 to 2
• Accuracy near from 50% to 47.5%
• Accuracy far from 37% to 35%

German Top Gunner

• Damage from 1.4 to 2
• Accuracy near from 50% to 35%
• Accuracy far from 37% to 26%

222 Coaxial

• Damage from 5 to 4
• Accuracy near from 50% to 60%
• Accuracy far from 20% to 25%

251 Half-track MG42

• Damage from 1.75 to 2
• Accuracy near from 50% to 43%
• Accuracy far from 39% to 34%

Soviet Bunker

• Damage from 3 to 4
• Near Accuracy from 50% to 38%
• Far Accuracy from 12.5 to 10%

Soviet Top Gunner
• Damage from 3.2 to 4
• Near Accuracy from 60% to 48%
• Far Accuracy from 32 to 26%

M5 Halftrack

• Damage from 9.9 to 8
• Near Accuracy from 50% to 62%
• Far Accuracy from 37% to 46%

M5 Halftrack QUAD

• Damage from 4.8 to 4
• Near Accuracy from 50% to 60%
• Far Accuracy from 12.5% to 15%

Coaxial Vehicle Hull
• Damage from 4.3 to 4
• Near Accuracy from 50 to 53%
• Far Accuracy from 37 to 40%

Soviet Turret Coaxial

• Damage from 3 to 4
• Near Accuracy from 50 to 38%
• Far accuracy from 37 to 28%

Soviet Coaxial Hull

• Damage from 4.3 to 4
• Accuracy near from 50% to 54%
• Accuracy far from 37% to 40%

Guard Troops LMG

• Damage from 4.8 to 4
• Near Accuracy from 50 to 60%
• Far Accuracy from 37 to 44%

T-70 Coaxial

• Damage from 1.6 to 2
• Near Accuracy from 50 to 40%
• Far Accuracy from 12.5 to 10%

T34/76 Coaxial Hull

• Damage from 6.4 to 8
• Near Accuracy from 50 to 40%
• Far Accuracy from 37 to 30%

T34/76 Coaxial Turret

• Damage from 3 to 4
• Near Accuracy from 50 to 38%
• Far Accuracy from 37 to 28%

Maxim HMG
• Damage from 5 to 4
• Near Accuracy from 64% to 80%
• Far Accuracy from 32% to 40%

Dshk 38 HMG

• Damage from 20 to 16
• Near Accuracy from 0.64 to 0.72
• Far Accuracy from 0.16 to 0.18
• Cooldown min from 1.25 to 0.5
• Cooldown max from 2 to 1
• Cooldown duration multiplier far from 1 to 1.7

Units and Abilities

The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game.

Mortar Half-track Incendiary Barrage

• Cost from 30 to 45 ammunition

KV-8

• Damage from 40 to 27
• Ready aim time from 1.5s to 0.75s
• Reload form 5s to 3s

ZIS AT Gun

• Corrected an error in previous patch; shots fired from barrage ability set back to 6.
222 Armored Scout Car
• Corrected an error in previous patch; cost set back to 80 MP and 25 FU.

Assault Grenadiers

• Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP

Ostruppen

• Ostruppen now capture territory at half their current rate

Target Size and Accuracy

These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result.

222 Scout Car

• Target size from 20 to 18

StuG III

• Target size from 14 to 20

M3A1 Scout Car

• Target size from 20 to 18

T-70
• Target size from 14 to 18

AT Guns
• Accuracy far from 0.025 to 0.03
• Accuracy near from 0.05 to 0.055

Bug Fixes
• T34 can no longer activate ram if its engine is overheated
• ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions

Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels.

Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2.

Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members.

Players can type "/help" into any channel to display a list of commands available in that channel.

When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session.

Relic developers are often in the public channels so stop on by and chat with us!

Paid Content

Victory at Stalingrad Theater of War Pack

Kalach Pincer - Co-Op Scenario

Tatsinskaya Raid - Challenge

Bridge Defense - Challenge

Winter Storm - AI Battle

Stalingrad Resistance - AI Battle

Stalingrad Encirclement - Co-Op AI Battle

German Commanders:

Elite Troops Doctrine

Luftwaffe Supply Doctrine

Soviet Commanders:

Soviet Industry Tactics

Partisan Tactics

Skins:

Soviet Two Ton Don Front

Soviet Two Tone Spring Front

Soviet Makeshift Sand Southern Front

Updates

Players can now change your active Loadout while searching for a match without canceling their search

An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches.

Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles.

The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI

Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button

The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world!

AI Improvements

Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war)

AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc)

AI squads being repaired or reinforcing will now stop moving.

AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base.

AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair.

AI controlled half-tracks will now move towards squads that need to be reinforced.

When AI squads fallback, they will fallback to the closest fallback location and not all the way to base.

AI player no longer waits for one command point before trying to choose a commander.

AI takeover for dropped players in multiplayer games will now use the correct AI personality.

Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack.

Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units.

Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility.

AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game)

AI will spend less resources reinforcing squads that aren’t useful.

AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever.

Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up.

Soviet AI will now still build Penal Troops after Guard or Shock Troops become available.

BalanceBuilding FunctionalityOur goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result.Building Critical System

Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.

Unit Behavior

Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6

Mortar damage modifier vs. garrisons from 0.25 to 0.75

Unit Animation Behavior ModificationsThis change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move. Squad Combat Behavior

Entities can now fire within a 180 degree arc

Units and AbilitiesPerformance and cost adjustments to units and abilities that better align them with their in-game value.Trenches

Now require friendly territory

T34-85

Penetration from 110 to 120

Reload from 8.5 to 6

Distance scatter max from 2.6 to 5

T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU

JU-87 Anti-tank Support

Damage from 80 to 120

Deflection damage enabled; now deals 80 damage on deflect

Attacks per plane from 4 to 3

Infantry Flamethrower

Chance of causing entity to explode in a fiery death from 20% to 10%

120mm Mortar

Cost from 360 MP to 400 MP

Range from 120 to 100

Scatter ratio from 0.1 to 0.15

Distance scatter max from 14 to 15

Panzer Tactician

Cost from 15 to 30

For Mother Russia

Bonus/penalty aura from 100% to 50%

Cost from 150 MU to 100 MU

Forward HQ

HQ aura bonus from 100% to 50%

Cost from 420 MP and 80 FU to 300 MP and 60 FU

Assault Grenades

Cost from 60 MU to 45 MU

Mechanized Assault Group

Cost from 560 MP and 55 FU to 520 MP and 40 FU

B4 Howitzer

Precision shot cost from 50 to 90

B4 recharge time from 110 to 55

Minesweeper

Hazard detection range from 15 to 25

Railway Artillery

Recharge duration from 120s to 60s

Veterancy ReworkOur goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role. General

Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.

Comment

Improved Invite UI – game invites now appear next to players’ faceplates in the Front End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay.

Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command

Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address.

Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list

Chat Improvements

Players can now send game invites from any channel, not just LFG.

Added new chat groups:

Looking for Annihilation

Theater of War

Mods and World Builder

Players can now Favorite official channels

Various Bug Fixes Including:

German Opel Blitz Truck “Disable Lockdown” works again.

German Ambush camouflage ability now applies properly to reinforcements in cover.

The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia.

Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates.

Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled.

Mod and Map Making Updates

-Dev mode enabled:

​When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to:

Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change.

Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory.

Steam Workshop Integration

Allows the sharing of custom player created maps easily from within the game itself

Steam Workshop featured in the main menu

Currently limited to sharing maps

Free Content

Multiplayer Maps:

Hill 331 (6-8 players)

Don River (2-4 players)

Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site.

Mud Tech – included in new Theater of War missions and on map Hill 331

Premium Content

Southern Fronts Theater of War Pack

Spring Rasputitia – Challenge

Occupation - Challenge

Retreat to the Donets – AI Battle (Soviet)

Panzer Crossing – AI Battle (Soviet)

No Retreat, No Surrender – AI Battle (Soviet)

Breaking Lines – AI Battle (Soviet)

Storming the Donets – AI Battle (German)

Heavy Rain – AI Battle (German)

General Mud – AI Battle (German)

Kharkov Divide – AI Battle (German)

AI Improvements

AI will no longer attack destroyed HQs or invisible targets.

AI on easy and normal difficulty should clump their units together less.

AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle.

Command Point System Overhaul

Command Points are now earned at twice the rate as before

Commander abilities have had their Command Point requirement doubled

The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before.

Overall the command point changes are intended to give more variety in when things are available. We previously worked within a 7 point range and have increased that to a 16 point range to allow us more control over this sort of timing. The main driving force behind the change was allowing some units to come out earlier without having them be available immediately at the start of the game, specifically some of the new units. There were some other abilities that also tend to come later than we felt best, but where moving them a whole point sooner would have had to large of an effect on the game’s flow. Examples of this are the weaker tank call ins and economic abilities.

Additionally, we broke up later game abilities a bit more to add variety in when they come out and distinguish them from each other. In general, unit Call-Ins are available sooner than global abilities and upgrades as these are more often gated by resource cost.

Comment

The following changes were included in our December 10th release without being communicated out to players. We apologize and are looking to improve our internal processes to ensure that these sorts of 'ninja' changes do not get included in the game without being included in our changelog.

Bug Fixes

Fixed an issue conscript assault package providing conscripts with a single player PPSH, they now use the same PPSH as shock troops

Balance Changes

Panzer Tactician cost increase from 30 munitions to 40 munitions

Conscript PPSH upgrade coast adjusted to reflect the performance of the new weapon from 20 to 10

CP System Adjustments

Shocktroops CP reduced from 2 to 1

Guards CP reduced from 2 to 1

G43 reduced from 4 to 2

PPSH reduced from 4 to 2

KV8 increased from 8 to 9

Opel Bliz truck moved from 2 to 3

Map Changes

Semoiskiy fuel points moved from mid north south to north and south of player spawn in order to reflect the more classic layout

“-fullwindow” option added to run the game as a fullscreen window, must be run with “-window”

Maps

Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map

AI Updates

AI will no longer detects or attacks mines.

AI will no longer use artillery against targets in the fog of war it has never seen before.

Skirmish AI will now garrison buildings more often.

Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.

Skirmish AI interrupts the ambient tactic behaviours much less.

AI will cause team weapons to tear down less often.

Increased retreat and avoidance delays for all AI difficulties.

Balance

Command Point Pacing

We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.

German

Mortar half-track from 1 CP to 2 CP

Jaeger Infantry Package from 2 CP to 3 CP

Ambush Camouflage from 2 CP to 1 CP

Panzer IV Command Tank from 7 CP to 8 CP

PAK 43 from 7 CP to 8 CP

LeFH 105mm Howitzer from 7 CP to 8 CP

Tiger from 9 CP to 10 CP

Stun Grenade CP cost from 2 to 1

Soviet

M-42 AT Gun from 1 CP to 2 CP

Dshk HMG from 1 CP to 2 CP

120mm Mortar from 1 CP to 2 CP

Shock Troops from 1 CP to 2 CP

Guard Troops from 1 CP to 2 CP

Conscript Assault Package from 2 CP to 3 CP

T34-85 from 7 CP to 9 CP

B4 203mm Howitzer from 7 CP to 8 CP

ML-20 Howitzer from 7 CP to 8 CP

IS-2 from 9 CP to 10 CP

Incendiary Artillery from 6 CP to 7 CP

KV-1 from 7 CP to 8 CP

Partisan Tank Hunters from 1 CP to 2 CP

Units and Abilities

Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.

PAK 43

No longer requires Battle Phase 2 to be constructed

Conscript Assault Package

Cost from 10 MU to 30 MU

Conscripts now get 3 PPSH sub machine guns

Precision Strike

Precision strike now deals the same amount of damage as the main barrage weapon

Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities

IL-2 Sturmovik Attack

Damage from 20 to 8

Target lead in distance from 16 to 12

Target lead out distance from 8 to 10

Cost from 240 MU to 180 MU

S-Mine Field

Cost from 80 MU to 60 MU

Build time from 40s to 10s

Mine spacing from 13 to 7

Mine field can now be rotated to better enable placement

M5 Anti-air Package

Cost from 90 MU to 120 MU

Damage from 4.8 to 8

Panzer Tactician

Cost from 40 MU to 30 MU

222 Armored Car

20mm cannon damage from 25 to 20

Upgrade cost from 70 MU to 55 MU

Target Weak Point

Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000

Brummbar target weak point cost from 30 MU to 40 MU

Combat Engineer

Cost from 240 MP to 210 MP

Blitzkrieg Tactics

Cost from 30 MU to 40 MU

Commanders

Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.

Elite Troops

Tiger Ace cost from 0 MP to 800 MP

Tiger Ace command point cost from 16 to 14

Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed

Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews

Model 24 Stun Grenade cost from 15 MU to 20 MU

Troop training recharge time from 2s to 30s

Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU

Soviet Industry

Soviet Industry CP cost from 0 to 3

Garrison Cover

Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.

Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).

The Match chat window was not remembering its position/size from session to session. This should now be fixed.

The Match chat was not correctly joined when viewing a replay or starting a campaign mission. Players should now be put into a Match chat session whenever they host/join a Party or whenever you go into game (whichever comes first). Players will be automatically disconnected from the Match chat whenever they exit game or leave their Party (whichever comes last).

Networking

Various networking improvements

AI Optimizations

Optimized calculation of AI data so that it only occurs once on game load and not every frame.

Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.

Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.

AI Behaviour

Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.

AI no longer thinks that targets a squad can't damage are good targets.

Soviet skirmish AI now uses merge ability.

AITasks try harder to prevent interrupting abilities.

AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.

The Shift key can be used to modify all hotkeys that set your selection. For example, Control+1 sets a control group to your selection, Control+Shift+1 adds or removes your selection from a control group.

When holding the Control key down and clicking a unit in the global unit control, all units of that type will be selected.

State, duration and proximity heuristics have been added to the code that selects the single squad caster to cast an ability, generally improving distribution. This means that if you rapidly issue three grenade tosses, and have three squads selected that can throw a grenade, you will throw three grenades, and generally the squad closest to each target will do the throwing. This improves several situations where it felt like your abilities were not being cast, but really a single squad was being told to do multiple things.

Demo charges have been set to single squad caster.

Updates and Bug FixesResolution to a number of UI and gameplay related issues.

Addressed an issue where Loadout changes were not being saved when the game was exited

Fixed various translation and text issues

Addressed a bug preventing Team Chat from working properly

Addressed issues with improper text display

Fixed an issue with map entry points not functioning correctly

Fixed an issue preventing some players from inviting friends to a game

Addressed an issue where the Opel Blitz could block line of sight when wrecked

German Tanks can no longer Target Weak Point ability with a main gun critical

Fixed various bugs with UI

Small Arms Weapon ProfilesThe goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.

Keep in mind the weapon profiles represent the damage output of only a handful of units in live. Each profile will see an increase or decrease in damage output depending on the squad’s value. For example, a 100 manpower pioneer squad might do less close range damage than a 300 manpower Grenadier squad despite the pioneer MP40 submachine gun being a close range weapon. Hence, the value of a unit scales the weapon profile accordingly.

Grenade Explosive Profiles - GrenadesThis change removes the chance of grenades missing targets on the outer radius of their explosions. The average damage done to units in this outer radius under the previous structure was converted into a set value to reduce edge cases that resulted in extremely high or low damage being dealt. Grenades will feel more consistent in their damage output as a result.

Units and AbilitiesA number of iterations were made on infantry and light vehicles to improve interplay between factions; thereby, encouraging a diversity of strategies and tactics.

Osttruppen

Cost from 120 MP to 200 MP

Population from 3 to 5

Hit points from 48 to 80

Can now shoot on the move

Bonus accuracy in cover from 2 to 1.75

Grenadier

Armor from 1.5 to 1

Updated AOE profile on Rifle Grenade

LMG42 now requires Battle Phase 1 to unlock

Panzerfaust weapon range from 20 to 25

This does not affect the ability range

Assault Grenadier

Cost from 320 MP to 280 MP

Population from 6 to 7

Armor from 1.5 to 1

Updated AOE profile on Model 24 Stielgranate Grenade Assault

Assault Grenadiers now gain sprint

Panzer Grenadier

Armor from 1.5 to 1.2

Cost from 360 MP to 340 MP

Updated AOE profile on Bundle Grenade

G43 cost from 60 MU to 40 MU

Artillery Officer

Officer armor from 4 to 1

German Sniper

Armor from 2 to 1

Hit points from 40 to 48

Sight range from 50 to 45

Aim time slightly increased, reload reduced to compensate

222 Scout Car

Cost from 80 MP and 25 FU to 240 MP and 10 FU

Health from 160 to 200

20mm autocannon range from 35 to 40

20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06

20mm autocannon max distance scatter from 10 to 6

20mm autocannon distance scatter ratio from 1 to 0.15

250 Half-track

Snipers can no longer garrison 250 Half-track

Health from 320 to 240

Population from 7 to 5

251 Half-track

Flame projector upgrade now requires battle phase 2

MG gunners damage per second increased by 265%

Armor from 11 to 9

Cost from 120 MP to 200 MP

Mechanized Assault Group

Cost from 520 MP and 40 FU to 490 MP and 30 FU

Mechanized Grenadier Group

Cost from 520 MP and 40 FU to 500 MP and 30 FU

Combat Engineers

Cost from 210 MP to 190 MP

Population from 6 to 5

Penal Battalion

Cost from 360 MP to 270 MP

Population from 9 to 7

Shock Troopers

Armor from 2.25 to 1.5

Cost from 440 to 390 MP

Population from 9 to 10

Guard Rifle Infantry

DP-28 cost from 60 MU to 100 MU

DP-28 research time from 20s to 40s

Updated AOE profile of RGD-33 Fragmentation Grenade

Armor from 1.5 to 1

Conscript

Assault Package cost from 30 MU to 40 MU

AT grenade weapon range from 50 to 20

This prevents ‘Thor’ like throws

M3A1 Scout Car

Cost from 80 MP and 20 FU to 230 MP and 5 FU

Armor from 8.4 to 5.4

Health from 160 to 180

Snipers can no longer garrison M3A1 Scout Car

M5 Half-track

Snipers can no longer garrison M5 Half-track

Cost from 120 MP to 270 MP

Irregulars

Cost from 250 MP to 180 MP

Anti-infantry Partisans

Cost from 250 MP to 210 MP

Anti-Armor Partisans

Cost from 260 MP to 270 MP

Soviet Sniper

Hit points from 40 to 48

Flare cost from 60 MU to 40 MU

Scout now fires at a similar rate to sniper

Sight range from 50 to 45

Aim time slightly increased, reload reduced to compensate

Radio Intercept

No longer intercepts mines or bunker construction

Now intercepts the dispatch of Osttruppen squads

Small Arms LethalityReinforce the value of cover and unit positioning.

Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat

VeterancyVeterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.

Infantry veterancy which provided armor was replaced with received accuracy

e.g. 1.30x armor now provides 0.77x received accuracy

Units which received price adjustments have had their required experience per level adjusted accordingly.

Vehicle PathingThis addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.

Light Vehicle Turn Plan

Removed three point turns from light vehicles

Pacing and Tech ProgressionThe goal of this change is to slow down the introduction of medium and heavy vehicles within the game and better integrate light vehicles into early combat scenarios. This results in medium and heavy armor being set back by about 2 minutes across the board.

Soviet Starting Resources

Manpower from 490 to 350

Soviet Base Structures

Motor Depot fuel cost from 90 FU to 140 FU

Tank Depot fuel cost from 90 FU to 140 FU

German Starting Resources

Manpower from 520 to 360

German Battle Phases

Battle phase 1 from 25 FU to 45 FU

Battle Phase 1 research time from 32.5s to 45s

Battle Phase 2 from 35 FU to 55 FU

Battle Phase 2 research time from 37s.5 to 60s

Battle Phase 3 from 50 FU to 60 FU

Battle Phase 3 research time from 40s to 60s

Commander Card LayoutThe order of abilities within the commander card is now consistent with the order of abilities in game.

Commander abilities in the customizer now display from lowest to highest, top to bottom

Ability Barrage RadiusThis feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.

Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance